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Binary Clone

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A member registered Jun 10, 2019 · View creator page →

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You can't go wrong with a little rat on a scooter! The map works great, it's somewhat confusing without being too punishing or feeling unfair at all, a great balance of challenge where intentionally trying to learn the map pays off really well, in my opinion. At first I didn't like how the steering worked, since I wanted to be able to rotate at a standstill, but playing more quickly changed my mind: I think the controls are just right. 

Good times/scores are fairly RNG-dependent though, since it seems like the next destination is random, so there's big variance on how far you need to drive. I spent a few attempts after getting a bit of a better grip on the controls and the map just trying to get a luckier attempt, and after a few tries got 57 seconds, but other attempts felt like I couldn't have possibly gotten faster than like 70 or 80 seconds. It definitely got me to do a few more runs than I might have otherwise tried!

I like the concept - especially hitting the eye of the tornado to wipe them out an less damage when you hit it outside that range - but it felt quite difficult to hit that range with accuracy, and I didn't immediately understand that as the goal. It was also a bit unclear how much charge I needed or how much charge was preserved, since sometimes it seemed like the laser stayed charged after destroying a hurricane. The spawns were also a little inconsistent - one of them spawned quite close and was moving fast enough that I couldn't even get my cursor over it before it hit the coast! But I think it overall works well to need to plan your shots ahead with the movement speed lowering while charging, and it means you really have to watch the whole field so you can know what's coming.

definitely one of the biggest challenges was trying to minimize the frustration of being turned around when you don't want and avoid too many long accidental backtracks. Glad we managed to strike a decent balance there!

Great idea and subversion of the theme! And also some wacky mechanics that I ended up really enjoying. You did a great job of having it be replayable by virtue of having lots of little bits and pieces to explore and experiment with to figure out what everything does and how to get a lower time.

I was a bit confused at first when it asked me for my initials and the leaderboard didn't change, but it made sense once I actually tried a couple times and got a better score. I ended up getting 4.56 which was very satisfying! Music and sound also work so well for this

Great-feeling shmup! I think I reached a kill screen after about 5 and a half minutes though lol - if you get rainbow bullets and upgrade past that it crashes the game, it looks like.

I really like the onion attack vs the asteroid attack forcing you to deal with them differently, it creates a great dynamic even very early on. Though, I think momentum is super important, since killing enemies early on and getting as many attack upgrades as possible is really what lets you stay ahead of the curve. At a certain point, the difficulty levels off since your attack power is high enough to almost instantly shred anything onscreen, and once you're shredding all those enemies, you get enough shield and health upgrades to not need to worry about taking damage nearly as much either. Oh, and at that point, the sound effects get a little overwhelming and crunchy as so many damage sounds stack up on top of one another at the same tiem.

Good patterns, hitboxes felt very fair, definitely hit that flow state! The music also fits the vibe great and helps ease into the flow effectively for me.

Great first jam game!! Hope to see more from y'all in the future. The aesthetics are wild and the music is perfectly tense and frantic. And I love the godlike king rats at the peak! I was a bit confused about the warning sounds, but I couldn't look around easily which might have been a part of it. I think the big issue is that the mouse wasn't being captured.

In Unity I think you should be able to fix that by including something like

Cursor.lockState = CursorLockMode.Locked

which locks the cursor to the center of the game view and hides it, after Enter is pressed to start the game. Then you can set it to CursorLockMode.None after the game ends so the player can click around again in the menus.

Currently it does work better in fullscreen, but full screen isn't a total fix, especially for users who have multiple monitors! If you have another monitor, you can move the cursor right out of the game window which can make it easy to accidentally click out of the game entirely.

okay really though this slaps and brings me back to my warioware touched! days when I was a kid. Feels like it would be perfect on a Nintendo DS 

I like the no ketchup joke but the sfx when you throw away the ketchup is a little confusing because it sounds like you screwed up or something (especially if you're trying to go fast and just happen to hit the right input for the ketchup as it comes in), but I love the variety of stuff to chop and all the customers!

also the music was like crackly for me? I thought my audio card was freaking out for a sec

i cant believe they censored george bush out of this game

I love these kinds of split brain type games, especially in jams, and the visuals for the days passing in the background works very well! The chimes were a little bit loud compared to the music for me but my ears are kind of sensitive to that. I do wish it got a little faster/more difficult at the end, though! Extra points for higher precision (and higher risk!) is great though and gives it a higher difficulty ceiling overall.

Got 38.99 after a few attempts which felt like a pretty good time! I enjoyed the feeling of building speed while hopping around and needing to maintain smooth turning to not lose speed, but it did feel counterintuitive that doing a bunnyhop input ended up slowing me down, it seemed. Whenever I timed the jump press, I'd get a big cut to me speed down towards the base speed, in exchange for some height. Eventually it just never felt worth it to lose all that speed. Initially I was trying to time that button press every time since I assumed it would make me go faster.

Great shmup! I did play with both, but it definitely felt like it paid off to eventually sacrifice one and just focus on the other. I like the powerup system, too - it seemed like the more valuable upgrades were positioned towards the top where it was more dangerous, and that works just great. The grazing mechanic was also a lot of fun, and feels very natural coming out of other shmups.

So much fun, I enjoy that the game so clearly feels like it wants for you to choose to go way too fast and just pray you don't hit anything. I guess you could be sensible and only do that when you have a boost, but I can't help myself. The pixel art is also so sharp

THOUGH that strategy did lead me to figure out how to displace myself out of reality. If you hit an obstacle and come out of your damage invincibility right when you're on top of a second obstacle, the game doesn't know how to handle it, and you get pushed backwards by the prop until it despawns, at which point you're behind where the road spawns - so you can no longer hit anything, but the game still knows you're moving. At this point, you can just hold full throttle until the end! This means the optimal strategy is actually to go way too fast and pray you *do* hit things which I think is also great tbh

Looks great, sounds great, plays great! Similar to Scrumbo I wasn't fully clear on the spin vs going on the ceiling. Those two inputs would probably be my only gripes - they weren't very intuitive and not the most consistent. And the starting menu doesn't seem to differentiate between them. Sometimes pressing both keys at the same time would make me spin, but sometimes I'd just go up on the side. Going on the ceiling was a relatively consistent input, but was also a bit slow to do.

but this does a great job of keeping things readable at high speeds and low resolution, which is no mean feat!

my favorite is the screaming guy 

The trick system is fairly awkward, since there isn't much feedback on what you might be doing wrong if you miss a trick. It seems like inputting the trick directions too quickly causes the trick to fail, which is unintuitive. Instead you have to hold space and do the inputs relatively slowly. I expected to want to try to input the trick quickly, but that never works.

Once you get the tricks working, the speed boost is very satisfying, but it's easy to go too fast - the player is fairly far forward in the screen, and the render distance isn't very far, so it's easy to boost too much and smack something that's popped out in front of you.

love the look and sound of this, it comes together really well aesthetically. Would love to try this on the actual flute controller. I wasn't totally clear on how the melodies worked - it seemed like each time I entered a melody it would add a note above me, and once I got to three notes it would rain and damage all the enemies? I liked the use of all the buttons, though, especially that pressing both movement buttons would jump and that you could jump multiple times

Great entry! Feels snappy and frantic, and a perfect amount of feeling barely in control! Definitely could sink many runs into this

I think it might be nice to have the camera a little further up relative to the player - once you're moving at speed, even with the zoom out it gets pretty hard to see what's coming, and for the most part I don't need to see very far below the snail

Awesome environment work! I did get softlocked after a couple minutes though, at around 650/660 points. I think an enemy spawned behind me and got stuck in a spot I couldn't shoot it

Echoing Scrumbo's thoughts, multiple stages were a welcome surprise! And the little triangle rayman-like guy is great.

The character controls/jumps did feel a bit awkward to me though. Friction prevents jumping when pressed against a wall, and also you can "stick" to the sides of walls in the air. There's also something which seems like a bug: jumping while standing still results in not being able to drift in the air. The combo of these two makes it awkward to jump up ledges if you run into the ledge first, since you have to back up to jump up.

The way the jump works, with fastfalling after releasing the jump button, is also pretty unusual. It's maybe a little awkward when tapping the jump button and you just get this tiny little blip of airtime, but it also makes it difficult to throw a boomerang accurately in the air, since you don't get any hangtime to adjust your position/aim unless you're doing a full-height jump. An alternative could be allowing a jump button press in the air to fastfall - that way you can have releasing the jump button determine your jump height but leave a little hangtime to be more forgiving.

The melee attack feels good though, and I really like that you can hold the boomerang out at max distance and hit targets on the return path after moving.

I hope you also enjoyed the SummoningSalt BTT video recently lol

great work taking something conceptually simple and just driving it forward and refining it into something you can drop way more time into than you'd expect at first glance.

I played this multiple times to get a high score!

I think the most I could ask for would be maybe some more bosses and a touch of visual polish on stuff like the laser beam! Hitting the bonus also felt inconsistent to me but that might just be me

for some reason this brings me back to Pokemon Channel? I don't really know why because it's got a lot of Wii/DS vibes and I also played a ton of those systems. Such a fun experience! The disc error definitely got me. I've seen those kinds of screens too many times haha

Beat it after a few tries, and really liked the aesthetic and music! Very reminiscent of the old 2D Zelda dungeons. I think it might be nice to have some more attack range or a little higher movement speed, but maybe that's just my own preferences leaking in. The purple enemies were a little challenging to deal with without using energy, and I feel like they were disproportionately challenging compared to all the other enemies that were generally not too much trouble to deal with. But between having such limited range and moving slowly, it was really difficult to close the distance and not take damage against the purple slimes

I did also get softlocked on my first attempt - in one of the rooms, a purple slime just left through the locked gate. Since I couldn't reach it to kill it, I couldn't leave the room and had to restart.

I only saw two items, the knives and the boomerang, and the knives seemed a lot more effective. The stun for the boomerang isn't bad, but it's hard to compete with the straight up damage of the knives. I also was unclear on how the upgrade that let you throw multiple knives worked? I took that a couple times in one playthrough but didn't really notice any difference in how I could use it.

Suika game with slimes, what's not to like?

I do wish the slimes kept getting bigger or there was a scoring system! I also don't know why the slimes catch on fire but I'm also not really complaining about that. I got like four of the biggest slimes on my first go, and there's only so much space at that point before you kind of just auto lose

Awesome stuff! Managed to snag the top score but only after several attempts, and still just short of 4k points. Really fun runner game, with a banger soundtrack and a ton of charm. I love all of the touches like the mustard all over the hands and the rat constellations, and just how much character is built into every little bit

There did definitely seem to be a specific strategy for success, though - just tapping instead of ever holding a direction. If you tap, you can keep moving mostly fast enough, but the hands barely move, which means you can maintain all 5 dogs for a lot longer, so long as you can still avoid everything.

did come away feeling like my best scores had a lot to do with luck, though, outside of the tapping. It's kind of inevitable with a runner game with proper difficulty though in my opinion, but is also reinforced by the randomness of how the dogs fly when you get hit - sometimes you barely lose any, and sometimes it's instant death.

that said, I don't actually think that randomness takes away from the experience - I think it adds to it. The fact that you could instantly lose off any trash can just adds to the tension as you're getting driven forward faster and faster by that sick saxophone and I wouldn't have it any other way

A really neat concept! I think the controls are fairly awkward to get used to (and it's very easy to accidentally skip the tutorial and end up quite lost), but at the core it's a really fun take on a platformer. I agree with some of the other commentors that I would much rather have the analog stick or wasd control movement and a pair of other buttons (like the shoulder buttons or something) control rotation. As it is now, I think it ends up being kind of unintuitive to control rotation and then hold a modifier button to also move in the direction of the rotation. The controls were probably the biggest sticking point for me. Unfortunately I wasn't able to finish, as after I died in one level it seems like the game froze after trying to restart the level.

these rats are fighters and all of them are special

This is super cute, and reminds me of other multiplayer physics games I've had lots of fun with like Heave Ho! I'm very excited for the chance to play this as intended with multiple people!

This is really cool! I enjoyed your writeup in the discord on working with genetic algos to construct teams and using those results as away to balance the experience. Unfortunately I can't contribute much more than that, since I don't think I have a good grasp on the system, and I also have very very little experience with autobattlers, but this is a fascinating project! 

Great idea for a physics driving game! My primary complaint is really the camera. It being tied to the car's rotation combined with the (appropriately) janky driving leads to an experience that I would expect to trigger motion sickness in a good few people. The driving controls themselves also were a little awkward at times to me, beyond just the fun silliness of the crane constantly threatening to tip the car over (that part is great). I think the car's friction is maybe a bit low - it make it difficult to come to an actual stop to use the crane, since there's also no brake button, only accelerate and reverse. I think this ends up making things feel more finicky than they need to as you're still getting used to things, since I frequently ended up slowly drifting past the thing I wanted to pick up as I was adjusting the crane. You could even consider having the controls be even more arcadey, with forward and reverse just being forward and backwards on the control stick, and then have neutral on the stick bring the car to a halt more quickly, or a brake button or something. 

But the puzzles are a great introduction to the mechanics of the game - none of them are finicky enough to be frustrating, and instead push the fun of the goofy core concept and direct the player pretty well! I particularly enjoyed "helping" the guard open the gate.

There were only a couple points where there wasn't quite enough clarity for me - the shovel being green meant it blended in to the lawn a bit too much for me, and it took me a second to realize what I was looking for. The shovel also promptly clipped out of the map and I lost it. I didn't realize that the pause menu had an option to respawn items so I restarted the game. And then at the end, it wasn't clear to me what the building was that should be destroyed - I didn't realize right away that the checkered texture was the building.

All in all, a great core mechanism that I think has a lot of room for continued exploration! 

Great stuff! I managed to win on my first try, but I think I got lucky - some of the games are definitely a lot harder than others, I think meatball canyon is the toughest by far. The other two I think ended up being fairly easy to just spam jump through though - the early spatula levels you can skip past most of the obstacles by jumping, and since the CPUs don't make any attempts to do that, it seemed pretty quick to get through to me. Smashburger felt similar - I mostly just held forward and mashed jump. I think because they alternate, often you'll jump forward and smack your face into the next one, and then jump through as soon as it's up, so you don't end up in too much danger most of the time - and the CPUs seem to have an especially difficult time with this one too.

This is great fun though, and I love the idea of a kind of fall guys demake -esque game!

Reminds me of Lovers in a Dangerous Spacetime, one of my favorite co op games! Unfortunately I couldn't test with multiple players but the different roles available are really neat, my favorite is definitely the ship tongue

Love the visual design on this, especially the mech! It looks fantastic

The platforming got a little finicky at times, which killed me a couple times. I was a little annoyed that falling was just an immediate game over instead of a health cost or some kind of checkpoint, but it's both period-appropriate and not a big issue when the overall length isn't enough to make repeating the first sections feel like a chore.

Like some others have noted, the projectiles don't really move in the way I have come to expect, and tend to veer off in some unusual ways. The movement is also kind of slidey - if you stop after walking or running, the mech slips forwards quite a ways, and I think that ends up making it difficult to position precisely to aim at and hit a lot of the enemies. I think this ended up combining with the big health pool to make me eventually just kind of crash through the game as quickly as possible while shooting fairly little until the boss.

While I do like the jets, I think having some snappier movement options might be nice - I saw in another comment you mentioned that the boss's slap is kind of unavoidable, and I think that's both because of the animation and because of the movement speed being lower. It might be cool just to have the jet button make you do a jump if you use it on the ground - that way you can get higher faster, but you still get to make use of the cool platforming that's already there using the jets to dip below obstacles and stuff like that!

This is really cool! I'd definitely run through a few more races if it was easier to get in and out of the races - the races didn't actually finish properly for me after 3 laps, so I had to restart the game to race again.

I think one change that might be nice is having boost be B/Circle instead of Y/Triangle, or maybe just a trigger - usually I don't really want to let go of the accelerate button to boost, but it's pretty hard to press Y while you're still holding A to accelerate. It's easier to hit both A and X or A and B at the same time though.

Great showing from your card system! One day when I inevitably try to make a digital card game, I'm probably gonna try and use your framework. I'm curious if this jam exposed any blind spots in your framework that you hadn't seen before!

The game itself is really neat! Definitely feeling Inscryption-like in the foundation. I think there's definitely some stuff that's unclear though - it was difficult for me to mentally keep track of what all of the cards do or how they behave, and it didn't immediately click how the health of my cards worked or that I could stack cards on top of one another - on top of all the suits interactions which aren't immediately made obvious visually. I also never really figured out what the colored outlines meant on certain play spaces? The orange, magenta, and blue. They seemed to change every round but I had no idea what they meant.

This game really brings me back to the golden era of like internet flash games in a great way. The core loop is interesting without being overcomplicated, the finale fight is tricky without being too punishing, and the game on the whole rewards cautious play and proper risk/reward evaluation. 

I think you struck a good balance between dealing with the slimes being pretty each in a direct way, but the challenge coming from the management of your supplies - you're punished for missing, rewarded for strategically taking your time and positioning well, but (mostly) given enough room to bail out of most situations. I saw some others mentioned there were some spots it was easy to get overwhelmed, and I definitely see where that's the case, but I do also think the reverse is also a little true - down and to the right of the final boss, where there's an extra life machine and a slime faucet, I think is actually too strong of a position, perhaps. Even mid-wave, that was always a very safe spot for me to retreat to, where I could refill and then exploit the chokepoint of the entrance to easily top off on the larger slimes and push my way back out.

I think a couple of things could be a little bit clearer - I didn't immediately realize how much there was to explore, or that I could step into the slimey green areas without taking damage. But I think most importantly, it's very difficult to see how much is left in your slime tank when you're filling up the final can, which makes it easy to commit too much and end up without any ammo to continue. Making sure that your ammo bar is always visible even when  pouring into cans would make a big difference there in particular.

All in all, great job! I didn't get the chance to try multiplayer, but I imagine that adds a lot to the game

This is awesome lol

The majority of the mechanics are well-explained or intuitive with a few exceptions (dead rats pressing buttons and blocking lasers is important but not tutorialized, on the other hand, the knife item is not explained but was immediately intuitive for me), and the final boss is such a fun surprise.

I did run into a bizarre bug that made my mind behave like I was constantly holding down for some reason, but just restarting the game fixed it so I think it was probably controller weirdness on my end. I think the puzzle variety was great, too, with lots of new moving parts to play around with being added at a good consistent pace.

I think there's a lot of room to explore a larger variety of puzzles, and for more challenging puzzles! I think the repulsion mechanic is really interesting, but I didn't end up using it a whole lot in the puzzles themselves.

also I love the red line

i mean it's not great but i love it

First I really like the touch of that dither fade between the title cards. The art in general is fantastic, and the soundtrack and sfx work perfectly.

I think this is most of the way there for a rage game, which is great! I do think there are some pitfalls, though. 

The big one for me is that the friction isn't quite right. For the most part it works fine, but there are particular segments where moving elements cause the game to not detect that the ball is "still" for an extended period. At the 10M flag, for example, I manage to get the ball on top of the rotating block that didn't have slime on the top... and then proceeded to get softlocked because the ball just kept rolling slightly back and forth as the block moved around, and was never still enough to let me jump again. The same thing also happened on the L-shaped block above those two, where I landed inside, came to a stop, and then the movement of the block both prevented me from jumping and rolled me off. This is frustrating in a way that doesn't feel "earned" by the game.

As others mentioned, the difficulty curve at the start feels too high, largely because of two factors. I think the beginning is maybe the weak point of the game primarily because there is no quick restart button, and especially because the spot that you start from is very difficult to get back to. 

I think the difficulty curve in general feels a little skewed - I think the first two sections are much harder than the next - it only took me two tries to get to the flag just after 30M, but it took me much longer for every section beforehand.

Unfortunately, the checkpoint after 30M is where I had to call it. There's too many submissions to spend too much time, but also this game does something that most rage games avoid, and I think they avoid it for good reason - cycles. At a certain point, it didn't feel like the game was respecting my time, simply because I was spending so much of my gameplay just staring and waiting. At the spot after the 30M flag, I missed one jump and then had to wait a full 15+ seconds just... waiting for the moving block to come around again. I'm perhaps biased because I have a distaste for cycles in just about any type of game (the cycles at the end of Shovel Knight are one of the few major flaws of the game, fight me), but I also think that most of the popular rage games (Getting Over It, Pogostuck, Only Up) pretty much avoid this type of mechanic entirely. 

This goes so hard. Like everyone else said, the juice is off the charts, and the frenetic pace is just perfect! 

That said, I did have a few (altogether minor) things that I wish were tweaked just a bit.

The targeting reticle ends up confusing me a bit when playing on m+kb. The fact that the controller reticle that's locked to a specific distance from the player doesn't go away, and is also a bit more visible, really throws me off in the middle of the chaos, and tricks me into thinking my mouse is somewhere it isn't. I think the reticles could pop more in general given how much chaos there is in general, since it's pretty easy to lose track of.

Another issue is the screenshake. While there were a couple times I felt like I died because I misplayed, more often than not I ended up dying a few floors in after firing a shotgun or molotov a couple times in a densely-packed room and then taking two damage from... something, and having no idea what happened. When you're firing high-knockback weapons into dense rooms or exploding barrels, the game becomes almost unreadable for more than enough time for you to die, which doesn't usually feel fair. I ended up frequently avoiding most of the weapons even in favor of the starting pistol just for this reason.

The final thing is room transitions. I would really like it if the doors between rooms were sealed between combats, or maybe if there were an old-school room transition effect where the camera pans over from one room to the next. As-is, if you walk into a new room and fire your shotgun, you can just get blasted backwards into the previous room and the entire room just instantly vanishes - and then odds are, you can't even come back into the room without guaranteed damage since the slimes are still coming towards you even though you can't see them anymore. So you have to camp in the previous room waiting for slimes to come through so you can kill them without taking damage, but at the same time your combo suffers, which can also potentially kill you. 


I also got a crash. I'm guessing if you go into the elevator room, pass the check, then *leave* the elevator room (to, for example, pick up a weapon you'd left in a prior room), then return to the elevator room with too low a combo for the check to pass, then it crashes.

___________________________________________

############################################################################################

ERROR in action number 1

of Alarm Event for alarm 3 for object oElevator:

Unable to find instance for object index 60

at gml_Object_oElevator_Alarm_3

############################################################################################

gml_Object_oElevator_Alarm_3 (line -1)


That all said, this pretty much checks every box for me, incredible work

Good stuff, and I love to see a take on the MMBN-style combat that feels so fresh and novel! The need to manage multiple bots at once is overwhelming at first, but once I got the hang of it a little bit, things made more sense and came together more.

I think my biggest issues playing through a few times until getting the win were that you cannot skip abilities, and that losing a bot before the last level just feels like a death sentence. It makes sense to make replacement bots have less health, but making them functionally oneshottable through shields a lot of the time feels like they don't get to play the game, especially when a lot of the time (in my experience) it's often a front row bot that dies first.

Being unable to skip abilities just makes the consistency of runs plummet though. A few of the abilities feel like they directly check synergies (like energy hog) that can be very difficult to build effectively since you have to give up a lot of utility to start utilizing a synergy, resulting in what can sometimes feel like a chicken problem (energy generation at the start means sacrificing either a lot of damage or losing shields, while the immediate benefit is pretty minor, while energy hog at the start means you're constantly out of energy).

My winning run basically just found claw, then energy converter, then claw again, then energy converter again (which let me "replace" the existing one with the new one and functionally skip an ability. And then claw is *really* good and carried me through. Claw generally feels disproportionately good, since it doesn't have energy cost, no friendly fire, and scales pretty well even if you only have one.

My only complaint about the sound is that it's too quiet! I had to turn up my system volume to hear much, but the music is great!

All in all this is awesome, and I'd love to see a version of this pushed further. The balance and variety is really impressive in these time constraints, and I think it'd be really cool to see things like ability upgrades or a more gentle introductory experience with just one or two bots to help ease into things

Good stuff, and I love to see a take on the MMBN-style combat that feels so fresh and novel! The need to manage multiple bots at once is overwhelming at first, but once I got the hang of it a little bit, things made more sense and came together more.

I think my biggest issues playing through a few times until getting the win were that you cannot skip abilities, and that losing a bot before the last level just feels like a death sentence. It makes sense to make replacement bots have less health, but making them functionally oneshottable through shields a lot of the time feels like they don't get to play the game, especially when a lot of the time (in my experience) it's often a front row bot that dies first.

Being unable to skip abilities just makes the consistency of runs plummet though. A few of the abilities feel like they directly check synergies (like energy hog) that can be very difficult to build effectively since you have to give up a lot of utility to start utilizing a synergy, resulting in what can sometimes feel like a chicken problem (energy generation at the start means sacrificing either a lot of damage or losing shields, while the immediate benefit is pretty minor, while energy hog at the start means you're constantly out of energy).

My winning run basically just found claw, then energy converter, then claw again, then energy converter again (which let me "replace" the existing one with the new one and functionally skip an ability. And then claw is *really* good and carried me through. Claw generally feels disproportionately good, since it doesn't have energy cost, no friendly fire, and scales pretty well even if you only have one.

My only complaint about the sound is that it's too quiet! I had to turn up my system volume to hear much, but the music is great!

All in all this is awesome, and I'd love to see a version of this pushed further. The balance and variety is really impressive in these time constraints, and I think it'd be really cool to see things like ability upgrades or a more gentle introductory experience with just one or two bots to help ease into things

Echoing the others, I wasn't super clear on how things worked, even after reading the instructions on the game page. I wasn't sure what I was doing in the dumpster, or what it meant when I clicked on the dice that I had already rolled and they disappeared, or what determined how many dice I had left to through. I kept tossing dice until the game just... didn't give me any more dice, and there didn't seem to be anything I could do afterwards.

Visually though, the game looks great, and I especially like the yelling mouse on the left